True. I prefer to go for a sort of utopian style, I simply like my results more when trying this way rather then the "edge of starvation" style settlement, when I do those I didn't find the results to be interesting and I always preferred other people's takes on that. If I copied the junk theme I find I end up preferring to use RotC anyways.It also allows us as city builders to develop our own personal styles.
my plans should focus on the basics first. That is water, food, defense, healing. With 5 settlers that becomes: 3 agriculture (1 each of corn/mutfruit/tato), 1 defense, 1 medic. Add +1 settler if a provisioner or an IDEK-style plot is desired from the beginning.
I've used 1 full ladder for the bottom climb, and 1 full + 1 half ladder for the top stretch. The character seems to land pretty hard at the bottom when climbing down a couple of full ladders.
@WetRats - they’re at: Project Blue Print > Special > Interactive
Supposedly settlers (and companions?) can use them, I’ve not tried it.
powerful crafting recipes, I’m not 100% certain - yet I don’t think that the city will be producing much surplus until about L2. That’s about the point it becomes fairly well established as a city, as I understand.
My Starlight build had a City Well also. Though thinking back on it, that was not really a good idea for that particular build. There is already a good supply of water easily available there
I look forward to reading this!@snarkywriter is in the process of writing out a wiki/article which will help with these questions and give us more of a handle on how it actually works. I’m hoping that’ll let me develop a better plan for my cities, and for all of us to develop our own styles and preferences.
I believe that they do exist, though not in the core SS experience - addon packs required.That said, high level plans, especially those intended for survival gameplay, should include farms that produce the ingredients needed for the herbal chems, as well as antibiotics. Assuming such plots exist.
There is a heck of a lot of stuff - very overwhelming indeed. That's why I created the PDF, to help get my head around it and as a quickie reference for others. Then it just becomes chip away and explore at leisure.I'm rather overwhelmed by the choices in Project Blueprint.
Are there piles/stacks of lumber somewhere in there?
That is a great point! It would be surprising and might make people think a bug is occurring since RotC & other city plan I have tried are generally self sufficient.One of the things I was told (by Yagisan or Uituit?) was to not make my city plan a non-fun plan. It was in specific reference to caps flow and trying to keep it neutral/positive. If the player has to keep paying caps upkeep, it can really aggravate them.
How much do turrets cost? And do they still cost caps when added by a martial plot?When the guys made a special point that residential plots provide taxes, I switched to using them. Specifically to offset the cost of turrets.
With Place Everywhere, use the Ctl key to choose the axis of rotation (X/Y/Z) and Alt to choose if it's world- or player-specific.If they aren't there, I will have to figure out how to rotate vertically with Place Everywhere. I know it can be done, dangit.
As I understand, 1 cap per defense from turrets. Which means the basic MG costs 5 caps in maintenance, even if you're not shooting anything. Oil and gas and maintenance I guess, or seems to make sense to me.How much do turrets cost? And do they still cost caps when added by a martial plot?
With Place Everywhere, use the Ctl key to choose the axis of rotation (X/Y/Z) and Alt to choose if it's world- or player-specific.
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